From what I can tell, gear is consumed by the town at higher prosperity, but there is no mechanic that gives money or takes money from anything - it just disappears. The AI doesn't buy gear and gear pricing stays the same from day 1 to 100+ years (I've tested this several times), only trade goods change in price. As for workshops, only the notables own them and not clans or nobles so my guess is that they only really effect the player. They can change the economy as a whole if you start switching workshops around the map or raiding specific types of goods, but overall I think it doesn't change much for the AI's ability to make money. I would love to get some confirmation or a better explanation from a dev on this though!
Yeah I agree, I think 5% is fine but there could be something else of benefit. I would love to see higher relation clans have options open up like giving them direct orders "defend this town" or "patrol this area" etc. That would make relations extremely important for a king who doesn't want their vassals to act like the typical AI does currently lol
I would agree with that - It seems a bit underwhelming. Maybe they could leave the 5% alone but once you hit 100 it would be a no-chat-check defection to your side? It might also make sense to implement a relation decay over time if they add something like this so you don't raise relations all game to sandbag for later lol instantly convert the world.
Like I said, I understand where people are coming from. The first time I heard about Bannerlord was around the time it released into EA so I didn't have the bias from the previous games OR from all the press release from 2016 onward so that's probably where my ambivalence comes from. Could they have done a better job with a lot of things? 100%. Is the game still fun to play? 3500+ hours according to steam gives you my answer. I'll end with this - I screw things up all the time as a business owner and it's very difficult for anyone on the outside to understand the struggles going on internally. I have no clue what they are dealing with and i'm sure it's infinitely more complex than my small operation, so my tolerance for stuff like this is quite a bit higher as I've been in their shoes as well (from a pissed of customer's stand point) and sometimes it's not even within your control.
Yeah I would say a good amount went into the testing and getting clips for the YT videos. I know most people record their stuff in a single go and don't edit much, but It takes me 20 - 30 hours to make a small guide and 100+ for the big ones like the WC recap episode. Some of the time I leave Bannerlord in the background, but I think probably 90% or more of that is legit gameplay
No problem, I'm happy the testing videos are helpful! I know they stir up some negativity, but hopefully we can get past all of this soon. I've got 3600 hours into the game so I've gotten my money's worth long ago and I hope others can do the same!
I have a save file with screenshots of the exact same battle - 2.72 influence for killing 9 forest bandits. Reload, pass the policy and fighting again yields the exact same 2.72 influence, so I'm not sure how you are getting yours to work? I tested this in 1.8.0 with no mods on, not sure if that is relevant or not.
Thanks! Yeah it felt like a lot of them were left as placeholders. I'm sure they have plans for fixing them before full release so to me it's not that big of a deal. I'm glad they spent time fixing perks and skills before touching these
Oh I was just saying that it's possible to take a fief and much more even if you're by yourself for an entire campaign. I don't like to post my videos in the forum, but it's the most recent upload if you go to my channel. I haven't quite gotten to the end game yet, but it's coming soon so that's why I said "spoiler alert"
One of the biggest reasons most people have issues taking a fief solo is they try to go after the one they want. Unfortunately it rarely works out that way - you have to take whatever you can get Usually waiting for a war to break out, then watching a siege take place. Even if the siege fails, the garrison and militia will be depleted and it's much easier to swoop in to take the fief at that point. I usually wait until a few battles have taken place, that way the kingdoms have lost their top tier troops and usually fighting with tier 1 replacements. Just a lot of little things that can add up quickly and make taking a fief almost trivial!
Sorry but I have to disagree with this one - It's actually not that hard to take land by yourself. I doubt anyone here is watching my current Tamerlane bandit play through (spoiler alert if you are), but I even did a WC with a single clan - no vassal, no recruiting nobles, no promoting companions, etc. And I was at war with everyone on the map from day 1 (No peace allowed). I'm not trying to say "git gud" but there may be some tactics you have not considered using before that are holding you back.
Thanks for the shout out!! I'll toss my two cents in - the only gripe I have with fiefs and management in general is the slow rate of XP gain for companions. They have adjusted XP gain for a lot of skills recently which made it much easier, but take melee skills for example - It's not hard for a player to farm XP since we can out-fight the AI very easily. However, a companion in combat even at the higher skill levels still make stupid choices and get destroyed. For example: fighting 1 vs 1 a companion with late game armor and 300+ skills makes them formidable. However, insert them into a 5 vs 1 and it's pretty much gg even against low tier enemies like looters. Swap a player into the equation with 0 combat skills and the worst weapons can still effectively win the 5 vs 1 because we don't just charge in to trade blows. We back up, flank, position, etc. but the AI doesn't do this, which usually means they get 1 - 5 kills and then get dunked on lol. This is just one example of how annoying it is to farm XP for companions, I have a whole list like tactics, leadership, etc. for companions.